/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponentsEditorOnly/Public/AssetUtils/CreateSkeletalMeshUtil.h
Options for newUSkeletalMeshasset created byCreate()functions below.
struct FSkeletalMeshAssetOptions
TArray<UMateri...
AssetMaterials
Optional list of materials to initialize the Asset with. If defined, size must be the same as NumMaterialSlots.
bool
bEnableRecomputeNormals
Controls whether or not the RecomputeNormals option will be enabled on the Asset.
bool
bEnableRecomputeTangents
Controls whether or not the RecomputeTangents option will be enabled on the Asset.
FString
NewAssetPath
int32
NumMaterialSlots
Number of Material Slots desired on the Asset. At least one will always be created.
int32
NumSourceModels
Number of SourceModels (ie LODs)
FReferenceSkele...
RefSkeleton
The associatedFReferenceSkeletonobject. If null, the reference skeleton of the Skeleton object is used instead.
TArray<FSkelet...
SkeletalMaterials
List of skeletal materials. These will be used over the AssetMaterials, if provided.
USkeleton*
Skeleton
The associatedUSkeletonobject.
FSkeletalMeshAs...
SourceMeshes
Optional list of meshes to use to initialize SourceModels. If defined, only one array should be non-empty, and must be the same length as NumSourceModels.
UPackage*
UsePackage
This package will be used if it is not nullptr, otherwise a new package will be created at NewAssetPath.